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David Eppstein

Publications and source records attributed to David Eppstein.

269 records · Page 15Linked to original sources

Incremental and Decremental Maintenance of Planar Width

We present an algorithm for maintaining the width of a planar point set dynamically, as points are inserted or deleted. Our algorithm takes time O(kn^epsilon) per update, where k is the amount of change the update causes in the convex hull, n is the number of points in the set, and epsilon is any arbitrarily small constant. For incremental or decremental update sequences, the amortized time per update is O(n^epsilon).

cs.CG↗

Searching for Spaceships

We describe software that searches for spaceships in Conway's Game of Life and related two-dimensional cellular automata. Our program searches through a state space related to the de Bruijn graph of the automaton, using a method that combines features of breadth first and iterative deepening search, and includes fast bit-parallel graph reachability and path enumeration algorithms for finding the successors of each state. Successful results include a new 2c/7 spaceship in Life, found by searching a space with 2^126 states.

cs.AI↗

Fast Hierarchical Clustering and Other Applications of Dynamic Closest Pairs

We develop data structures for dynamic closest pair problems with arbitrary distance functions, that do not necessarily come from any geometric structure on the objects. Based on a technique previously used by the author for Euclidean closest pairs, we show how to insert and delete objects from an n-object set, maintaining the closest pair, in O(n log^2 n) time per update and O(n) space. With quadratic space, we can instead use a quadtree-like structure to achieve an optimal time bound, O(n) per update. We apply these data structures to hierarchical clustering, greedy matching, and TSP heuristics, and discuss other potential applications in machine learning, Groebner bases, and local improvement algorithms for partition and placement problems. Experiments show our new methods to be faster in practice than previously used heuristics.

cs.DS↗

Multivariate Regression Depth

The regression depth of a hyperplane with respect to a set of n points in R^d is the minimum number of points the hyperplane must pass through in a rotation to vertical. We generalize hyperplane regression depth to k-flats for any k between 0 and d-1. The k=0 case gives the classical notion of center points. We prove that for any k and d, deep k-flats exist, that is, for any set of n points there always exists a k-flat with depth at least a constant fraction of n. As a consequence, we derive a linear-time (1+epsilon)-approximation algorithm for the deepest flat.

cs.CG↗

Subgraph Isomorphism in Planar Graphs and Related Problems

We solve the subgraph isomorphism problem in planar graphs in linear time, for any pattern of constant size. Our results are based on a technique of partitioning the planar graph into pieces of small tree-width, and applying dynamic programming within each piece. The same methods can be used to solve other planar graph problems including connectivity, diameter, girth, induced subgraph isomorphism, and shortest paths.

cs.DS↗

Geometric Thickness of Complete Graphs

We define the geometric thickness of a graph to be the smallest number of layers such that we can draw the graph in the plane with straight-line edges and assign each edge to a layer so that no two edges on the same layer cross. The geometric thickness lies between two previously studied quantities, the (graph-theoretical) thickness and the book thickness. We investigate the geometric thickness of the family of complete graphs, K_n. We show that the geometric thickness of K_n lies between ceiling((n/5.646) + 0.342) and ceiling(n/4), and we give exact values of the geometric thickness of K_n for n <= 12 and n in {15,16}. We also consider the geometric thickness of the family of complete bipartite graphs. In particular, we show that, unlike the case of complete graphs, there are complete bipartite graphs with arbitrarily large numbers of vertices for which the geometric thickness coincides with the standard graph-theoretical thickness.

math.CO↗

Tangent Spheres and Triangle Centers

Any four mutually tangent spheres in R^3 determine three coincident lines through opposite pairs of tangencies. As a consequence, we define two new triangle centers.

math.MG↗

Emerging Challenges in Computational Topology

Here we present the results of the NSF-funded Workshop on Computational Topology, which met on June 11 and 12 in Miami Beach, Florida. This report identifies important problems involving both computation and topology.

cs.CG↗

Quadrilateral Meshing by Circle Packing

We use circle-packing methods to generate quadrilateral meshes for polygonal domains, with guaranteed bounds both on the quality and the number of elements. We show that these methods can generate meshes of several types: (1) the elements form the cells of a Voronoi diagram, (2) all elements have two opposite right angles, (3) all elements are kites, or (4) all angles are at most 120 degrees. In each case the total number of elements is O(n), where n is the number of input vertices.

cs.CG↗

Regression Depth and Center Points

We show that, for any set of n points in d dimensions, there exists a hyperplane with regression depth at least ceiling(n/(d+1)). as had been conjectured by Rousseeuw and Hubert. Dually, for any arrangement of n hyperplanes in d dimensions there exists a point that cannot escape to infinity without crossing at least ceiling(n/(d+1)) hyperplanes. We also apply our approach to related questions on the existence of partitions of the data into subsets such that a common plane has nonzero regression depth in each subset, and to the computational complexity of regression depth problems.

cs.CG↗

Diameter and Treewidth in Minor-Closed Graph Families

It is known that any planar graph with diameter D has treewidth O(D), and this fact has been used as the basis for several planar graph algorithms. We investigate the extent to which similar relations hold in other graph families. We show that treewidth is bounded by a function of the diameter in a minor-closed family, if and only if some apex graph does not belong to the family. In particular, the O(D) bound above can be extended to bounded-genus graphs. As a consequence, we extend several approximation algorithms and exact subgraph isomorphism algorithms from planar graphs to other graph families.

math.CO↗

Beta-Skeletons have Unbounded Dilation

A fractal construction shows that, for any beta>0, the beta-skeleton of a point set can have arbitrarily large dilation. In particular this applies to the Gabriel graph.

cs.CG↗

Algorithms for Coloring Quadtrees

We describe simple linear time algorithms for coloring the squares of balanced and unbalanced quadtrees so that no two adjacent squares are given the same color. If squares sharing sides are defined as adjacent, we color balanced quadtrees with three colors, and unbalanced quadtrees with four colors; these results are both tight, as some quadtrees require this many colors. If squares sharing corners are defined as adjacent, we color balanced or unbalanced quadtrees with six colors; for some quadtrees, at least five colors are required.

cs.CG↗

The Distribution of Cycle Lengths in Graphical Models for Iterative Decoding

This paper analyzes the distribution of cycle lengths in turbo decoding and low-density parity check (LDPC) graphs. The properties of such cycles are of significant interest in the context of iterative decoding algorithms which are based on belief propagation or message passing. We estimate the probability that there exist no simple cycles of length less than or equal to k at a randomly chosen node in a turbo decoding graph using a combination of counting arguments and independence assumptions. For large block lengths n, this probability is approximately e^{-{2^{k-1}-4}/n}, k>=4. Simulation results validate the accuracy of the various approximations. For example, for turbo codes with a block length of 64000, a randomly chosen node has a less than 1% chance of being on a cycle of length less than or equal to 10, but has a greater than 99.9% chance of being on a cycle of length less than or equal to 20. The effect of the "S-random" permutation is also analyzed and it is shown that while it eliminates short cycles of length k<8, it does not significantly affect the overall distribution of cycle lengths. Similar analyses and simulations are also presented for graphs for LDPC codes. The paper concludes by commenting briefly on how these results may provide insight into the practical success of iterative decoding methods.

cs.DM↗

Setting Parameters by Example

We introduce a class of "inverse parametric optimization" problems, in which one is given both a parametric optimization problem and a desired optimal solution; the task is to determine parameter values that lead to the given solution. We describe algorithms for solving such problems for minimum spanning trees, shortest paths, and other "optimal subgraph" problems, and discuss applications in multicast routing, vehicle path planning, resource allocation, and board game programming.

cs.DS↗

Linear Complexity Hexahedral Mesh Generation

We show that any polyhedron forming a topological ball with an even number of quadrilateral sides can be partitioned into O(n) topological cubes, meeting face to face. The result generalizes to non-simply-connected polyhedra satisfying an additional bipartiteness condition. The same techniques can also be used to reduce the geometric version of the hexahedral mesh generation problem to a finite case analysis amenable to machine solution.

cs.CG↗

Optimal Point Placement for Mesh Smoothing

We study the problem of moving a vertex in an unstructured mesh of triangular, quadrilateral, or tetrahedral elements to optimize the shapes of adjacent elements. We show that many such problems can be solved in linear time using generalized linear programming. We also give efficient algorithms for some mesh smoothing problems that do not fit into the generalized linear programming paradigm.

cs.CG↗